The Engineer


Class Features:

Hit Points:
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier
h3. Proficiencies:
Armor: None. To benefit from any of this class’s features, you must not wear standard armor.
Weapons: Simple Weapons
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Medicine, Insight, Nature(Science), Arcana, Mechanics
Choose one from: Artillery, Navigation, Aviation, Driving

You start with the following equipment, in addition to the equipment from your background:
• (a)One Musket/rifle or (b) One Pistol
• (a)An Explorer’s Pack or (b) a Scholar’s Pack


Mechanical Abilities

Instead of spell casting, Engineers use machines.
Machines had at first level and higher: The Engineer can have half their level, rounded up, plus 1 machines installed at a given time, to a maximum of 10 (As shown on the Machines column above).
Installing Machines: The Engineer unlocks slots to install machines as they level up. It costs 50 GP to install a machine, it takes a short rest to install one machine. The Engineer can replace a machine at any time, given that said Engineer can pay for the new one.
Attacking with a Machine: Some machines will call for a mechanical attack or a saving throw. The attack modifier for a mechanical attack is your Intelligence modifier + your proficiency bonus. The saving throw DC is equal to 8+ your Intelligence modifier + your proficiency bonus.

Engineer Archetype

At level one, the Engineer chooses an archetype, which dictates the machines that the engineer can use.


Starting at level 3,The Engineer can choose one proficiency to double their bonus in. This becomes 2 skills at level 10, and the bonus becomes triple at level 17. These skills must come from Medicine, Nature, Arcana, and Mechanics.

Firearm Mastery

Starting at level 5, the Engineer can use a reload action as a bonus action. In addition, the Engineer can take the reload action with both hands full, the Engineer can reload 2 weapons if the reload is taken as a full action, and the Engineer can take 2 firearm attacks instead of one when taking the attack action.

Arcane Engineering

Starting at level 20, any devices the Engineer has created are considered magical, and are resistant to physical damage in a similar way to other magic items. In addition, the Engineer gains resistance to all damage except piercing, slashing, and bludgeoning damage.

The Light Engineer


Weapons: Light Firearms


Starting at Level 1, your armor Class becomes 13+ Dexterity modifier. This suit of armor is specially tailored and cannot be used by another creature.


Starting at level 7, you never get disadvantage for firing from range with a firearm.

Improved Armor

Starting at level 11, your AC improves to become 15 + Dexterity modifier.

Spring Loaded

Starting at level 15, you have integrated a complex system of springs into your armor. Your walking speed increases by 10 feet, and your jump height increases by 5 feet.


The following machines are available only to the Light Engineer.

Grappling Hook(Use time: 1 Action, Range 120 Feet):

You can expend 1 fuel canister to fire a metal projectile attached to a metal cable. This will dig into almost any surface (the exception being anything as hard or harder than a diamond). You can then use a bonus action to begin pulling towards the top of the hook, at a speed of 40 feet. Alternatively, you can detach the cable, allowing you and your allies to climb it, although if you forget to retrieve the cable you will need to replace it at a cost of 20 gp. If this is aimed at a creature, make a mechanical attack against the creature. On hit, it does 1d4 piercing damage, and latches to the enemy unless pulled out on a strength (athletics) check vs. your mechanical saving throw. Once the projectile is inside the enemy, you can take your action to reel in as usual. However, you must check your weight vs the weight of the other creature (DM’s discretion). If they are heavier than you, you go to them. If they are lighter, they come to you.

Speed Boost(Use time: 1 bonus Action):

You can expend 1 fuel canister to double your walking speed, for a maximum of 30 seconds. In addition, you can run up vertical surfaces up to half your base walking speed (without bonuses from Spring Loaded, Monk extra speed, Boots of Springing and Striding, etc.). If you end your turn on a vertical or near vertical surface without holding on to something, you fall. This ability ends early if you use a fuel canister to power any other machine.

Jet(Use time: 1 bonus Action):

You can expend fuel canisters to gain a flying speed. You can travel up to 30 feet per canister, to a maximum of 2 canisters. You can choose to continue this action into your next turn, but if you run out of fuel canisters without landing, you fall.

Zap(Use time: 1 Action, Range 5 feet):

The hand on which this machine is installed is immune to being shocked. You can expend 1 fuel canister to send a shock to your hand. To attack a creature, make a finesse attack. On hit, the creature takes your unarmed melee damage + 2d6 lightning damage. The target must make a constitution saving throw. On a failed save, the creature is paralyzed for 1 minute. The creature may repeat the saving throw at the beginning of each of its turns. This shock will travel through any conductive material. If used on your Grappling Hook, it will only hit the target of the hook.

Sped Dodge(Use time: 1 Action):

Prerequisite: Level 9
You expend 2 fuel canisters to speed up your dexterity. For the next minute, you have the effects of a Dodge action active. This effect ends if you take damage.

Rocket Kick(Use time: 1 Action, Range 5 Feet):

Expend 1 fuel canister to make a mechanical attack against one creature. On hit, you kick them with the force of your rocket. The kick does 1d6 Bludgeoning damage + 1d6 Fire damage. In addition, this causes the target to get knocked back 5 feet, and they must make a dexterity saving throw. On a failed save, the target is knocked prone.


The Reign of the Warlocks CocoDeCongo Viddog